I love your idea hiddenranbir! Could it be that your envoy could be a unit? one that can be created in one of your cities instantly (meaning that it didn't have to replace another unit being produced) and that unit could move through another nations territory and when it reached another nation's city then a diplomacy window similar to Galciv or Civilization pops up?
RisingLegend
[quote]It's far more likely that SD will have to abandon/abstract the caravan system than that they would have internal trade be caravan-based and external trade be instant-transfer-based. And I don't think they'll ditch caravans. It will be interesting to see how they pull it off and make it fun.[/quote] Well I have no doubt that however they end up doing it will be fun, but hopefully they keep a uniform decision. I mean I definitely like the idea that Frogboy raised in his
Hmm I suppose, but you would just have to imbue the land again, no biggy for a almighty channeler! [e digicons]:grin:[/e] But yes, I suppose that would be annoying. Oh well, I still think it would work out just fine. As long as the nation just doesn't disappear in the blink of an eye [e digicons]:thumbsup:[/e]
Maybe its just me but what I have the frustration with is the fact that if i kill the enemy's channler (which, yes, won't be an easy feat, but...) their nation just disappears off the face of the planet! so what about this: I am nation A and I am at war with nation B. During a heated battle, I managed to kill Channeler B. When channler B dies, all the land that he/she imbued from the start begins to die as there is no one maintaining it with their essence
This really sounds awesome! It sounds like it could add a lot of strategy options, and have us making more choices in pursuit of our power. And it sounds like it could be unique enough to create entirely different experiences every time you start a new game! Which is very very exciting [e digicons]:grin:[/e] But i have to ask whats a paper and pencil RPG? [e digicons]8O[/e]
[quote] I think SD is kind of locked into non-instantaneous trade anyways. It would be really awkward if international trade were instantaneous even though internal trade is planned to revolve around caravans. Given this, the only real added complexity the player would have to deal with is choosing trade routes - but if implemented well that should be pretty easy.[/quote] I agree, and i hope to see this with the caravans as well but i dont want to see some bulky caravan unit (imagine
[quote]Rather than taking your death lumps and keep on fighting, because you know you can make a comeback. 'Course lots of people will still the reload option, but I'd still like an option in between "ironman" and "reload at the first sign of trouble".[/quote] Has it been confirmed yet as to whether we will have the choice to keep on fighting or will the game just end as soon as our channler dies? I sure hope that its the former because while it would be a huge hit I would love to try
Well it seems to me that we do have a finite amount of essence in which to imbue into the land and heroes, right? And whatever is left is what we draw our essence from to cast spells? I mean that's what seems reminiscent to me (the finite part), and I just like the idea that there are many ways to come to a certain end with a spell, possibly one that will use far less essence if you can be creative enough or use the land around you more effectively, etc. I just like the battle strategy t
Great ideas guys! But how exactly would you imagine these relics, whether we pick them or not (I personally like complete randomness) would be found? Something similar to Heroes of Might and Magic (I can only reference older ones where you got pieces of a map from monoliths and dug in a spot to find it) or maybe just having a structure, say an altar, on the map that you walked onto and got the item? [e digicons]:frogboy:[/e] [e digicons]:frogboy:[/e] [e digicons]:frogboy
[quote who="GW Swicord" reply="18" id="1941937"]I agree that no particular "alignment system" is necessarily better--the back story is indeed the most important thing. And right behind that is how it works into the magic system. I've quickly lost confidence that I'm finding all the freshest info. Has anyone seen any word yet on just how the Elements work into the spell system? I saw talk of spell books, and them being unique for each faction (which suggests that faction membership
[quote]I think that the real trick there will be those decisions about how much power to imbue in the land and your heroes vs. keep to yourself. If the game ends when your channeler dies, then those decisions are *much* more important than they'd be if you could cast a Spell of Return or something.[/quote] I definitely agree with you 100% here Swicord! You know what this game is all about [e digicons];)[/e] and that would be strategy [quote]But by the time you're in a shape t
[quote]I believe the argument that Galciv made was that the population wasn't the entire population, but tax paying citizens. So you weren't breeding people that fast, merely including more into your nation.[/quote] Ahh yes, I remember that to a certain degree now, thank you for the remedial [e digicons];)[/e] [quote]Err... Are you talking about an African or European swallow?"[/quote] [e digicons]:grin:[/e] great movie there, Lord Reliant
[quote]As in AoW, such global spells require upkeep in order to sustain its effects. [/quote] I do like this, that its not just a one time do the spell and its done. I like the idea that you would have to keep using your energy and essence to maintain your spells. I hope the devs shine some more light on this soon [e digicons]:P[/e] [quote]This could be interesting mechanic, I think.[/quote] Overall, I do too. Just as long as it didnt like become commonplace as a strat
Wow, you raise some very good questions, Lord Reliant! 1) I would say that resources such as metals, diamonds, gold, etc. probably would still exist within the mountains and hills. And you are just bringing back the "green" to be able to grow crops again? So this might raise the ability and or strategy that you could have mining villages in lands that are still infertile and have food shipped in? I think this would be cool, but idk this is a hard question [e digico
So i am actually surprised that Inheritance hasn't been brought up anywhere in the forums that I can see. And I wanted to ask what you guys thought of the way magic was portrayed in these books. I like the idea because it makes magic an important but dangerous thing, and also puts a different twist on magic unlike i have ever seen. The idea that each time you use a spell you use up the amount of energy it would take to "physically" do that act. Yet, in turn, spellcasters are able to handle mo
[quote]"Ice Age" spell that slowly turns all terrain to snow and ice. [/quote] But what would be the point of this spell unless you yourself see benefit from it? I mean I could see maybe convering an enemy nation in ice but you would just have to counteract your own spell to make use of it once you conquered the frozen wasteland. But as for the countering of spells I totally and completely agree!
I have to say all this talk about different mounts is getting exciting: boars, pegassi, and bears, Oh My! But I do have to say that we seem to have strayed from the orignal topic. And I only bring this up because I have some questions about the magic in the game. I have tried to keep up on all the Q&A's and the previews but idk if i've caught them all. So can anyone tell me if different magic schools have been confirmed? I mean why can't magic just be magic? But at the same time
[quote]except under certain civics (which I'm still hoping for)[/quote] I hadn't thought of this before, but this could be awesome! Especially with magic (or the study of) One thing I always wanted but could never think of a manageable or proficient way of doing so would be that depending on location, or history of your nation, certain civics gave you more benefits than the other ones did. I never truly understood why certain nations in Civilization 4 picked the civics they did by the
[quote]Besides who said it had to be gods ? They could present themselves as gods, but they could be many other things..[/quote] That's exactly what the DreadLords did lol they were just supreme beings that came back from a pocket universe that they had accidently trapped themselves in like thousands of years prior. And they came back and started kicking some major butt lol You should play GalCiv 2, I think you'd love it! If you are into space and TBS games of course. It rea
Well I know i heard of a "Master Quest", that once completed is a way of winning. I would like to see that be the sort of campaign for the sandbox mode, like being completely different everytime with different random events that get in the way. because I dont usually play the campaigns either [e digicons]:X[/e] And i suppose I would like to see that at the end of the Master Quest you dont just win but you find an ancient artifact or something that gives you amazing power
[quote]Speaking of which, the expectation bar for it is very high already. In fact I'm somewhat concerned that it is getting way to high to be honest.[/quote] You know Spartan, you might be right... I mean idk if I've really ever been so excited for a game before but its more than a year away! [e digicons]:O[/e] I mean a lot can change between then and now... I've def seen it happen in games before, they promise something new and immersive but later they take it out because its just
Sorry its all scrunched... I wish I could fix that! I tried editing it but it wouldn't work... [e digicons]:'([/e] Sorry guys!
I was reading the post concering "Spoils of War" and I saw that towards the end the topic had sort of started to incorporate the idea of Good/Evil, and how it was going to be implemented in Elemental. I found this article from TIME magazine regarding the study of morality. But it takes a different aspect of morality other than just saying that there is always a good and an evil person. Or if things like slavery are always neccesarily evil because to certain cultures or peo
[quote]Plus it would allow for some interesting expansions where some who survived the cataclysm, but merely hibernated returns from their slumber, ready to rule the world, and seeing what is already there, sets themselves up as gods.[/quote] [quote]And yeah, when someone says "Titans" to me, the first thing that comes to my mind isn't physical "largeness" but rather prowess or power. While I wouldn't mind a "return" of said beings at some point, I do hope so very much that they don't
[quote]And rather in contradiction to what has already been mentioned actually As what caused the cataclysm where some sort of godlike entetities and the fallen where the creations of one of the sides in the war.[/quote] I understand this, but what is a "god" or a "titan", Imperial? Other than something or someone that seems indestructable compared to anything else in the known world? And the human fallen could just be followers (or more likely the offspring of those that were imbued